mirror of
https://github.com/jtdaugherty/brick.git
synced 2024-12-15 07:23:49 +03:00
152 lines
4.8 KiB
Haskell
152 lines
4.8 KiB
Haskell
{-# LANGUAGE TemplateHaskell #-}
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module Main where
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import Graphics.Vty hiding (translate)
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import Data.Array
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import Data.Default (def)
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import Control.Applicative
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import Control.Monad
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import System.Random
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import System.Exit
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import Brick.Main
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import Brick.Render
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import Brick.Border
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import Brick.Core
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import Brick.Center
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data Player = Player
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{ playerCoord :: Coord
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} deriving (Show,Eq)
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data World = World
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{ player :: Player
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, level :: Level
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}
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deriving (Show,Eq)
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data Level = Level
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{ levelStart :: Coord
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, levelEnd :: Coord
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, levelGeo :: Geo
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-- building the geo image is expensive. Cache it. Though VTY should go
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-- through greater lengths to avoid the need to cache images.
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, levelGeoImage :: Image
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}
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deriving (Show,Eq)
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data LevelPiece
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= EmptySpace
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| Rock
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deriving (Show, Eq)
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type Geo = Array Coord LevelPiece
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type Coord = (Int, Int)
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main :: IO ()
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main = do
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level0 <- mkLevel 1
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let world0 = World (Player (levelStart level0)) level0
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app = def { appDraw = updateDisplay
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, appHandleEvent = processEvent
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, appChooseCursor = neverShowCursor
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}
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defaultMain app world0
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-- |Generate a level randomly using the specified difficulty. Higher
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-- difficulty means the level will have more rooms and cover a larger area.
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mkLevel :: Int -> IO Level
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mkLevel difficulty = do
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let size = 80 * difficulty
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[levelWidth, levelHeight] <- replicateM 2 $ randomRIO (size,size)
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let randomP = (,) <$> randomRIO (2, levelWidth-3) <*> randomRIO (2, levelHeight-3)
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start <- randomP
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end <- randomP
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-- first the base geography: all rocks
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let baseGeo = array ((0,0), (levelWidth-1, levelHeight-1))
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[((x,y),Rock) | x <- [0..levelWidth-1], y <- [0..levelHeight-1]]
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-- next the empty spaces that make the rooms
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-- for this we generate a number of center points
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centers <- replicateM (2 ^ difficulty + difficulty) randomP
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-- generate rooms for all those points, plus the start and end
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geo <- foldM (addRoom levelWidth levelHeight) baseGeo (start : end : centers)
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return $ Level start end geo (buildGeoImage geo)
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-- |Add a room to a geography and return a new geography. Adds a
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-- randomly-sized room centered at the specified coordinates.
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addRoom :: Int
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-> Int
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-- ^The width and height of the geographical area
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-> Geo
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-- ^The geographical area to which a new room should be added
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-> Coord
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-- ^The desired center of the new room.
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-> IO Geo
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addRoom levelWidth levelHeight geo (centerX, centerY) = do
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size <- randomRIO (5,15)
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let xMin = max 1 (centerX - size)
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xMax = min (levelWidth - 1) (centerX + size)
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yMin = max 1 (centerY - size)
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yMax = min (levelHeight - 1) (centerY + size)
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let room = [((x,y), EmptySpace) | x <- [xMin..xMax - 1], y <- [yMin..yMax - 1]]
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return (geo // room)
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pieceA, dumpA :: Attr
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pieceA = defAttr `withForeColor` blue `withBackColor` green
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dumpA = defAttr `withStyle` reverseVideo
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processEvent :: Event -> World -> IO World
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processEvent k world = do
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case k of
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EvKey KEsc [] -> exitSuccess
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EvKey KLeft [] -> return $ movePlayer world (-1) 0
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EvKey KRight [] -> return $ movePlayer world 1 0
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EvKey KUp [] -> return $ movePlayer world 0 (-1)
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EvKey KDown [] -> return $ movePlayer world 0 1
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_ -> return world
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movePlayer :: World -> Int -> Int -> World
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movePlayer world dx dy = do
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let Player (x, y) = player world
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x' = x + dx
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y' = y + dy
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case levelGeo (level world) ! (x',y') of
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EmptySpace -> world { player = Player (x',y') }
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_ -> world
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updateDisplay :: World -> [Render]
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updateDisplay world = [ info, playerLayer, geoLayer ]
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where
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info = vBox [ (hCenter $ txt "Move with the arrows keys. Press ESC to exit.", High)
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, (hBorder ascii, High)
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]
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(px, py) = playerCoord $ player world
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playerLoc = Location (px, py)
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theLevel = level world
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playerLayer = centerAbout playerLoc $ translate playerLoc $ raw (char pieceA '@')
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geoLayer = centerAbout playerLoc $ raw $ levelGeoImage theLevel
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imageForGeo :: LevelPiece -> Image
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imageForGeo EmptySpace = char (defAttr `withBackColor` green) ' '
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imageForGeo Rock = char defAttr 'X'
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buildGeoImage :: Geo -> Image
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buildGeoImage geo =
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let (geoWidth, geoHeight) = snd $ bounds geo
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in vertCat [ geoRow
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| y <- [0..geoHeight-1]
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, let geoRow = horizCat [ i
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| x <- [0..geoWidth-1]
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, let i = imageForGeo (geo ! (x,y))
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]
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]
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playerX :: Player -> Int
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playerX = fst . playerCoord
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playerY :: Player -> Int
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playerY = snd . playerCoord
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